Sea Legs. The pirate has advantage on any ability checks to avoid being knocked prone.
Hardy Men. When unarmored and not wielding a shield the pirate may add its Constitution modifier to its armor class.
Powerhouse. The pirate deals double damage to structures with its sledgehammer and when it gets a critical hit it rolls an additional 4d6 bludgeoning damage.
Multiattack. The pirate makes two attacks with its sledgehammer.
Sledgehammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Pistol. Ranged Weapon Attack: +1 to hit, range 30 ft./90 ft., one target. Hit: 4 (1d10 - 1) piercing damage.
Description
Pirates around the world of Tryn usually trace their origins or career from the perilous seas of Vadari. Here crews venture force to seek adventure and plunder while hoping for a free fulfilling life on the dangerous seas. While romanticized these ideals never truly flesh out so innocently, most pirates are mean or cruel as way of nature seeking to better their own position or standing on their crew. Ever since the Tryn Empire settled Vadari waters pirates have been on the decline and so they have a tentative understanding of cooperation and will even band together to strike at imperial cities or fleets.
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